Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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Creating Clone Squads In Misery 2.1.1 (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : Creating Clone Squads In Misery 2.1.1) Locked
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Nov 18 2017 Anchor

Hi :)

This is my first post and it looks like this is the ideal place for learning how to mod Misery. To give a quick intro I've been playing CoP since it was released and in the last year have tried out SGM 2.1 and CoC. I've been building up to playing Misery and when I downloaded 2.1.1 a few months ago 2.2 had just been released a few days later.

I'm sticking with 2.1.1 and am going to use it as a long tutorial in to the world of Misery and learn about how all the new items work. Eventually I will play 2.2 and not make any changes but for now I've been having a great time using the debug spawner and playing around with the LTX files to change a lot of the game. I've worked out how to use the debugging tool to spawn NPC squads and mutants and have read through the smart terrain files to note all the different squad names but I've got to a point now where I want to create a clone squad and assign it a different gulag.

I've chosen the abandoned base next to the Concrete Bath anomaly in Jupiter as a new base because it's an ideal large walled space with a spawn point to practice in and has a safe place for blowouts but the problem I have is that every squad I spawn will leave the base. If I ask them where they are going they will give me their target location and it's always a random target location. If I then ask them to escort me somewhere their new target might have changed when we get to our destination but they will still be intent on going somwewhere.

How can I create a new squad that will remain where they spawn and can I take an existing squad and clone it to make them camp there or become followers? Would it just be a case of creating a new LTX file or addition to a script file?

For example, jup_sim_19 is the smart terrain for the base and if I spawn duty_sim_squad_veteran there it spawns a group of well armed Duty NPCs but they always leave. What files do I need to edit to create a new squad called duty_sim_squad_veteran_mybase_guard that will make the squad remain at the base or duty_sim_squad_veteran_mybase_follower that will create a squad who will follow me?

I've been reading the very large tutorial on game logic and how you can create squads with camping, patrol and follower profiles but it's hard to understand so I would be grateful for a dummies guide. Once I can do it I would like to experiement more with Snork bodyguards or a static Chimera guarding the base.


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